Wanted to make a post on this because I saw that there will be resilience gear possibly in SoD. I think this is a huge mistake.
In original Vanilla, until Naxx, gear really was not that important for pvping. Until Rogues had cthun+KT weapons, until warriors had full t3, no one had a huge advantage over anyone else, and even then it was manageable.
In TBC/Wotlk if you arent decked out in full resilience gear you get two shot by everyone. This makes it so that you have no choice but to farm resilience gear WHILE GETTING FARMED FOR HOURS so that you can play the game.
I don’t like the idea of adding this concept to SoD. I don’t want to have to farm Resilience gear on every character I make. Resilience has no place in Vanilla PVP - we aren’t 2 shotting each other anyway. And even if we were, you should just give everyone in a pvp area an aura decreasing crit damage taken or something. Don’t make Resilience something that must be farmed.
12 Likes
I didnt see a resilience stat. The gear was a lvl 25 headslot with 5% decreased dmg in WSG with some armor.
you know, so you dont get one shot by non-crit ambush.
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oh yes, ambush. so OP
thank God we fixed that
If resilience is in SoD, then they might as well just used TBC or WoTLK as the baseline.
Zero point to using Vanilla if they are just ganna throw in all the garbage from the later xpacs that people complain about or wanted vanilla to escape from in the first place.
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It also reduces chance to be critically hit - it’s resilience.
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I will not be playing that crap, healers do not need bufs. We’re fine… The QQ that got us Resilience in the first place was “Naxx geared players literally 1 shotting players in greens”
That’s just not the situation any more, no one does BG’s in greens anymore unless they’re in AV and low level (should never have been sub 60’s in AV anyway)
Resilience was a mistake because it increases Effective health pool and that’s a direct healing buff making hybrids and Healers way too strong; effectively making pure classes that I enjoy healing far less enjoyable to heal.
As a result of this kind of thing the meta shift from target selection to a boring battle of attrition just like TBC arena or most of the game since Cata excluding brief moments of enjoyable fast pace game play like mid / late MoP.
Resilience is a bad bandaid stat designed to cover for poor core design philosophy; this is but one of many reasons people left Retail to come back to Era.
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Resil is a huge mistake. It means any gear not with that stat is bad in pvp for the most part. Reducing the gearing options massively in pvp.
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also makes the gear gap even bigger.
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They have to introduce resilience at this point because they massively inflated player damage across the board, which is what they always do.
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Guys, everybody needs to calm down. I have it on the best authority that Resilience will fix it!!
Jokes aside, I think it’s safe to say that if this is accurate Blizzard is going to be paying attention to it. SoD is a giant experiment and it seems like they are hands on. So if Resilience is in SoD then it’s intentional and will be tuned.
I would expect to see a somewhat different experience than SoD.
All that said, hopefully there’s no Resilience in SoD 
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kek if they add resilience or pvp items with ‘crit reduction’
They already have at least one rune which adds it (6% to druids), which is super lame in my view, I hope it doesn’t propagate to more things.
If any SOD dev reads this, please don’t add resilience - it would be one of the few things that would probably make me not even want to try it.
Edit: for those wondering why resilience is so bad there are two core reasons:
- It makes pvp gearing super simplified because you basically only want the pvp items with that stats. Whereas in classic pvp gearing is super fun because you can use things from all over Azeroth since stam is the main ‘survival stat’. This means you have way more ways to customize pvp gear to your playstyle.
- While there is a lot of clear counter classes in vanilla, the fact that there is no resilience means that crit rng can easily be a deciding factor in pvp combat. Matchups that are 80% favored in vanilla become like 98% favored when resilience is added.
There is no need to obliterate gear creativity while making matchups way more predictable.
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Out of all the people I’ve observed offering their opinions on SOD, you are by far the most butthurt by it and completely dedicated to lashing out on the forums.
It’s amazing to watch.
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Well, frankly I feel insulted by a team who thinks they can put in skills from Warlords of Draenor into my classic franchise 
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As we all know, the best way to do experiments is to mindlessly throw around poorly controlled changes and then make other haphazard changes to try to fix the problems introduced by the first set of poorly planned changes.
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It seems pretty likely that the business strategy is that this is a stop-gap for retail because 10.2 is the last major content update planned for DF with a year-long content drought coming up. So they’re trickling out this retailified classic to try to hold retail players over and keep them subbed. It has nothing to do with classic era or trying to respect the design of vanilla wow.
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I mean I guess you gotta keep the retail babies busy
but I wish they would give something to us classic players.
If gear isn’t that important until Naxx, why would you need to farm resilience gear? You are simultaneously arguing that being one-shot wasn’t a problem while also saying that you have to farm resilience gear so you won’t be one-shot.
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One of the best parts of vanilla is being able to defend yourself in the open world regardless if you’re in full raid gear or full PvP gear. Resilience is terrible, basically means you have 0 chance of fighting someone in PvP gear in wpvp unless you yourself have full PvP gear. It will also make PvP gear weaker than pve gear in raiding. You’re seperating the playerbase into 2 completely different modes instead of allowing them to overlap with each other and give people more ways to develop their character.
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According to the datamining there is one new resilient armor head piece (cloth, mail, and leather versions).
The headpiece has no stats but has an equip effect of 5% damage reduction and 5% less chance to crit. It applies only in warsong gulch (and therefore I assume in ashenvale). I also assume it is a reputation item.
Someone also mentioned above a 6% crit reduction on a druid rune. That is survival of the fittest which is a 10% damage reduction and 6% less chance of being crit. It is designed to make bear tanks able to tank more effectively in level 60 raids and competitive with warrior tanks.
1 Like